You can put other music files into the songs/ subdirectory inorder to play them. Every song creates a unique track matchedto the music. Note that the music files have to be in 44.1 kHzOgg Vorbis format.

CREDITS

Code: mukuGraphics: UltraJManMusic: Multifaros

Huge props for Multifaros who let me use his brilliant chiptunemusic for this game! Visit his homepage at http://multifaros.info.se/.

Original thread-starting post follows:

Anyway, I figured I should get started on this if I want any chance to produce something playable by the deadline. It's the first time I'm entering such a compo, and the first time in ages I'm actually trying to finish a game. We'll see.

So, if you haven't figured it out yet (you probably haven't), it's an AudioSurf demake with vaguely Gameboy-ish appearance (though I'm being very lenient about that). I spent all night hacking, and I have the driving mechanics more or less working. Here are some screenshots:

Yeah, I know, it looks neither too good nor very much like a Gameboy (though to my defense there are

for the GB). There are some graphical glitches, but I guess that's just as well for a bootleg.

To be done:

*) blocks to collect, and scoring. I need some way to differentiate them since color's not really an option; probably symbols.

*) a sprite for the player ship. Any volunteers? My art skills are subterranean

*) a HUD, that is, the slab of dark color at the bottom of the screen. Again, if anybody wants to pixel something, be my guest.

*) matching it up with music. I have some technical ideas here, but I am looking for people who will donate chiptunes. Doesn't have to be in Gameboy style, pretty much everything goes, as I said I'm loose about that platform thing. The project hinges on this, so please don't let me down TIGS! (no longer required, I have music to use)

Do you have any sort of palette you are using? I know you said it's vaguely gameboy-ish, but if you've got a palette hit me up and I'll do my best on a ship, just give me an idea of how big you want it and I'll see what I can do.

Note that the camera always views the ship from behind. The only thing is that it might be neat to have frames for the ship steering left and right, but it's not essential. Basically, a view from behind/slightly above is the most important thing.

The rectangle I used is 12x9... pretty odd dimensions. I forgot to mention that the in-game graphics are upscaled 3x. So it actually appears to have 36x27 pixels, but you have to work at the lower resolution (I want to keep the pixelly look).

EDIT: Alternatively, work at the higher resolution with 3x3 "pixels" and then scale it down.

Multiple ships would be great of course, but I'm in no position to make demands here! :D

Cool stuff. I just made a mockup with your sprite and my screenshot and just realized that the reference rectangle I gave probably was much too small:

I'm sorry. I just don't have an eye for that kind of thing. I'd say something bigger like this might look better, what do you say?

So, I can just use this rescaled version, or if you want you can make a higher-res one that actually uses more pixels. The new version runs to approximately 19x14 pixels, or 57x42 upscaled, but as I said you don't have to stick to that too closely if you want to make another one.

The third option is actually that I render the racing track smaller, so that the ship looks better in relation. This might be a good idea, have to try that too...

Gosh, it had loads! You could barely see anything when the screen scrolled! :D

Heh, looking at it that way, you're right... it's been years since I've had one of those things in my hands That's more like motion blur though and not the static directional blur I'm doing here. In fact, motion blur wouldn't be too difficult to implement either, hmmmm... but first to actually finish the game

Gosh, it had loads! You could barely see anything when the screen scrolled! :D

Heh, looking at it that way, you're right... it's been years since I've had one of those things in my hands That's more like motion blur though and not the static directional blur I'm doing here. In fact, motion blur wouldn't be too difficult to implement either, hmmmm... but first to actually finish the game

I was just playing my original Gameboy for old time's sake a few weeks back. That thing really did have some serious blur issues, I still won't forget trying to find the brightest spot for playing without getting glare... good times.